Conan - Gamemaster's Toolkit
December 9, 2022 | Author: Anonymous | Category: N/A
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Robert E. Howard’s
ADVENTURES IN AN AGE UNDREAMED OF System Design Benn Graybeaton, Nathan Dowdell & Jay Little
Art Direction Direct ion Mischa Thomas
Line Development Jason Durall Durall & Chris Lites Lites
Lead Graphic Design & Layout Michal E. Cross
Writing Marc Langworthy & Jason Durall
Additional Graphic G raphic Design Desi gn & Layout Dan Algstrand, Thomas Shook & Malcolm Wolter
Approvals Patrice Louinet & Jerey Shanks
Produced by Chris Birch
Editing & Proofreading Jason Durall, Ian Finch & Chris Chris Lites
Operations Manager Garry Harper
Gamemaster Screen Artwork Brom
Community Support Lloyd Gyan
Gamemaster’s Toolkit Cover Artwork Michal E. Cross
Publishing Assistant Sam Webb
Interior Artwork Michal E. Cross, Shen Fei, Nick Greenwood, Frédéric Le Martelot, Diana Martínez & Steve Stark
With Thanks To The Robert E. Howard Foundation, Professor John Kirowan, H.P. Lovecraft, Fred & Jay at Cabinet Entertainment Published by Modiphius Entertainment Ltd. 3rd Floor, Ashbourne House, 35 Harwood Road, London. SW6 4QP United Kingdom
Legal © 2017 Conan Properties International LLC (“CPI”). Conan Conan,, Conan The Barbarian, Barbarian, Hyboria Hyboria and and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of CPI. All rights reserved. Robert E. Howard and Howard and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of Robert E. Howard Properties Inc. All rights reserved. system and Modiphius Logos are copyright Modiphius Entertainment The 2d20 system and Entertainment Ltd. 2015–2017. system text is copyright Modiphius Entertainment All 2d20 system text Entertainment Ltd. Some artworks use elements taken from vecteezy.com vecteezy.com.. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a ctional manner; no infringement is intended. This is a work of ction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context. Printed by SKN Druck und Verlag GmbH & Co. KG., Stellmacherstr. 14, D-26506 Norden, Germany.
“Well, Ascalante,” said the Stygian, “your dupes have slunk into the streets like rats from their burrows. You work with strange tools.”
— Thoth-Amon, “The Phoenix on the Sword”
reating a tale that would challenge even Conan can be a daunting task for even the most experienced gamemaster. The sheer pacing and intensity of the stories that Robert E. Howard created to unravel the mysteries of the Hyborian Age often raises readers to a lofty peak of savage joy and accomplishment, before plunging them headlong into a pit of despair and misfortune due to a strange twist of fate or an act of harrowing sorcery — only to nally see the hero triumph over adversity in a pulse-pounding climax that leaves the reader gasping for breath and craving more! Unfortunately, this toolkit cannot teach how to write tales of ction that could rival those of Conan’s creator. It will, however, explore sources of inspiration that are designed to prompt any number of adventures that could take place anywhere within Conan’s world. The toolkit also oers expert advice on pacing and drama — two very important components of any pulp adventure — and includes ways to alter them using both the gamemaster’s very own tool, Doom, and Momentum, the player’s counterpart. Several other plot devices, from hooks and themes to supporting cast, are also explored before the toolbox unleashes a series of tables designed to help the gamemaster create romping tales of sword-and-sorcery that will rouse even the most addled of debauched sorcerers from their lotus-induced dreams.
WEIRD TALES WEIRD TALES AND AND FIGHT STORIES Conan has been crafted to return to the barbarian’s roots and seeks to remain true to the tone of the original manuscripts as written by Howard. This can rightly cause a certain amount of self-doubt and trepidation for the gamemaster when seeking to craft epic tales that will be talked t alked about by players for years to come. To help overcome this stage fright, several fonts of inspiration will be examined that should serve to energize even the most assured storytellers, as well as the timid. Before continuing, however, it is worth taking time here to refresh some of the points that were addressed within the corebook. This interpretation of Conan’s world is arguably one of the truest reections of the Hyborian Age to date, and it assumes that those playing the game are seeking sword-and-sorcery adventures with larger-than-life heroes of a Howardian bent. The players should be certain that their characters will be wrestling with otherworldly evils, contending with diabolical sorceries, and exploring inaccessible ancient ruins, with little more than their trusty weapons and the clothes they left home with, and the gamemaster should be more than willing to provide these opportunities!
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GAMEMASTER’S TOOLKIT
True to their pulp inspirations, Howard’s tales were brimming with action, adventure, agony, romance, low points that brought the reader to the edge of despair, and high points that left them wanting to shout with exhilaration. It is this exhausting pace that the Conan game seeks to invoke. That said, there are other themes that can certainly be explored within the setting that could oer a change of pace or break from the norm, with one or two of these being examined further within the toolkit.
A CONSPIR CONSPIRATOR ATOR’S ’S GAIN The gamemaster preparing a campaign — whether their own or one taken from the pages of the Conan sourcebooks — should strive to remember an important consideration that can sometimes be forgotten amidst the fervor of preparing to run the game: a roleplaying game is a storytelling tool for the enjoyment of everyone involved. Conan only seldom sought to adventure alone, and he frequently managed to stumble upon strange companions in unlikely places. Although they may seem like bizarre allies in a game that is intended to pit the player characters directly against the gamemaster’s devilry, seeking inspiration from the players and ensuring that they are also enjoying
themselves will provide a real and tangible boost to every gaming table; a campaign that is only being enjoyed by the person running it risks suering a swift and ignominious end. Before opening the campaign, the gamemaster should take some time to understand the motivations and desires of both the players and their characters. Although roleplaying games are designed to oer players the opportunity to wear someone else’s shoes for a short time, the line can and often becomes blurred between the player’s and character’s personality. personality. Understanding a little of what has motivated them both to adventure will help in tailoring dierent elements of the story to everyone’s satisfaction. Another consideration to oer is in allowing the players to drive the story, which can be achieved in several ways. Firstly, the gamemaster should use the character’s and their backstories to provide recognizable links to immerse the players in the game; a named relative that arrives to oer advice, or a sworn enemy that is current news in the local region, for instance. Second, the gamemaster oer the players themselves the opportunity to occasionally drive the story, both inside and outside of combat. Momentum is a great mechanism for instigating this, as it provides a player with numerous options to carry their success for wards. Allowing players the chance to oer unique and
innovative Momentum spends will be rewarding for them and will enable the story to ow more freely.
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GAMEMASTER'S TOOLKIT
PULP INSPIRATION Even battle-scarred dog-brothers and veteran sword-sisters can benet from searching for inspiration when rst taking the steps to prepare a game set within the Hyborian Age. Many sources can provide a spark to ignite a tale of barbaric
savagery worthy of the sagas. This section of the toolkit oers a perspective on several inuential examples and provides an insight into media that might be considered when rst preparing a campaign. Not an exhaustive list by any means, as there are numerous other sources that can be equally as inspiring. The gamemaster should not feel in any way limited by the examples oered here.
THE SCHOLARLY MEDIUM Like most of his works, Conan was given literary life through the keys of Howard’s treasured Underwood typewriter. The written word is where Conan has garnered most his fame and exposure, so it is tting that this is the rst place that inspiration should be sought.
LETTING THE STORY UNFOLD Howard was a master at revealing the background to his characters and their current story within a few succinct paragraphs that often took the form of revealing conversations between the main protagonists. There is nothing wrong with following this example when opening a campaign. In fact, it allows the game to open on the action without any preamble, which is something else that Howard achieved with practiced ease. His introductions hooked the reader straight in to the visceral and exotic experiences of Conan in a pulp magazine that oered limited space. A gamemaster, of course, is working without such limits, but what better way could there be to enjoy a romping adventure than throwing the players into the thick of the action from the outset. There are a few points to take care of before diving straight in: ■
midst of a titanic battle with little preamble if they would prefer to rst develop plausible backgrounds that take them to the opening point of the game.
The Boxer and the Bullfnch
What better source of inspiration can there be for a campaign set within the Hyborian Age than the very works that unveiled Conan’s exploits to the world. This game line has taken the setting back to its roots of course, so line avoiding the more heavily redacted versions of Howard’s works is highly recommended to gain an insight into the moods and themes that Conan seeks to recreate. Del Rey Books recently published three volumes that remain true to Howard’s original manuscripts, while the Gollancz UK editions and Gutenberg Australia e-texts draw primarily upon the original Weird Tales pulp magazine versions. It is also important to understand the inuences that Howard himself drew upon when imagining the world in which Conan adventured; becoming a student of him in a literary sense reveals historical auspices that are recognizable within the Conan tales, and leads to several jewels of inspiration for new adventures suitable for a freshly-minted batch of largerthan-life scoundrels, rogues, and opportuni opportunistic stic warriors.
The Conan Game A lot of emphasis has been placed upon making this edition of the Conan roleplaying game as truly reminiscent of Howard’s original Conan works as possible. The corebook is replete with guidance on how to create and run engaging characters and adventures set within the Hyborian Age. Perhaps even more so than Howard’s works, this should be a necessary port of call for the gamemaster looking for
inspiration, as it has been designed to oer clear direction on how best to represent a pulse-pounding pulp Conan-style Conan-style
Ensure that everyone involved understands and agrees with how the campaign will begin. There is little point in dropping the player characters into the
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Other than a few minor notes on race and religion, for instance, invest each player with the ability to develop their character’s background during play. Involve the players from the outset and allow them to oer up snippets of how they came to be involved in current events as the game unfolds. Be prepared also to oer minor experience point rewards at the close of the opening session for any player that helped their character’s involvement unfold in interesting and dramatic ways.
tale on the tabletop. The chapter on gamemastering will of be especially useful to the gamemaster, as it oers not only denitive advice on how to manage and run a game and many of its facets, but also explores many of the themes that are prevalent throughout the Conan tales, such as action and conict, horror and dread, and strange horizons.
Other Pulp Fiction Created as a cheap, mass-market means to provide literary entertainment to the working class of America, pulp ction magazines became a veritable breeding ground for creative talent and helped launch the careers of many of
literary greats still highly-regarded today. Although there are many subgenres to pulp ction, some of them clearly
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GAMEMASTER’S TOOLKIT he also inspired his fellows to both borrow from and contribute to each other’s works. Professor Kirowan became a recurring character in Howard’s many contributionss to Lovecraft’s Cthulhu Mythos; an contribution intriguing facet that gifted the Texan author with the entitlement to slip the odd nod to the Hyborian Age into the dark tales of gothic horror. The voice of the archaeologistt Kirowan can also be heard throughout archaeologis the Conan corebook, so seeking inspiration from such a clear link would certainly be protable.
DERIVED INSPIRATION Conan extols the virtues of enjoying the game embodying the spirit of Conan’s creator, and rightly so; enjoying the setting as presented by Howard is one of the best ways to indulge that inclination. The toolkit has already examined a few Howard’s other works as a possible means of inspiration,, but just how would that be achieved within inspiration the context of a sword-and-sorce sword-and-sorcery ry setting? For example, look at the El Borak tale “Three-Bladed Doom”. Only recently has this work been restored to the original long and short versions as produced by Howard. Prior to this, “Three-Bladed Doom” had been re-worked into the pastiche Conan novella “The Flame Knife”. While its outlining plot and drama remained largely the same, its dening elements had been re-skinned to transport Francis X. Gordon from the harsh landscapes of Afghanistan and deposit him in the stony wilds of Iranistan, morphing him into the blue-eyed Cimmerian in the process. A sense of how to borrow inspiration from Howard’s non-Conan works might therefore be gained by com-
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paring “Three-Bladed —that the recently restored original, not the editedDoom” versions came earlier — to its hybrid descendant.
stand out as interconnected parts to Howard’s own swordand-sorcery subgenre. Listing all the available ction and tales would be a monumental task far beyond the scope of this book, but the gamemaster would readily nd inspiration for their games within the works of the two prolic pulp legends Edgar Rice Burroughs (Tarzan, A Princess of of Mars, and numerous others). Pulp writers and stories that directly inuenced Conan’s development include the Cossack tales of Harold Lamb, the Hyperborean Cycle of Clark Ashton Smith, the Jimgrim series by Talbot Mundy, the pirate pirate novels novels of Rafael Rafael Sabatini, and H. P. Lovecraft (“The Call of Cthulhu”, “The Shadow Over Innsmouth”, and numerous others). Howard himself contributed to several pulp outlets beyond the Weird Tales magazine; again, it would pay dividends to track down some of his other works that appeared within the pages of Fight Stories, Oriental Stories, Top-Notch, and others. Some great examples of these include: ■
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The Francis Xavier Gordon (El Borak) Stories: The fast-paced stories follow the exploits of the Texan gunslinger aectionately known as “El Borak” in post-Imperial Afghanistan. They sit rmly within the adventure genre of pulp ction, yet often share similarities with themes that Howard explored in his sword-and-sorcery tales. Of Irish and Scottish descent, Gordon is portrayed as a diamond in the rough; an untamed-yet-civilized man with a dangerous edge. He has no love for the English, though he tolerates them as the lesser of two evils when faced with other imperialist nations seeking to impose their will on his beloved tribesmen. El Borak’s whirlwind adventures across the crags and sands of Afghanistan can provide a wide range of adventure hooks and character inspiration for the gamemaster. The story “Country of the Knife”, for example, contains a character named Vladimir Jackrovitc Jack rovitch h who is a clearl clearly y a spiritu spiritual al descenden descendentt of the Zaporoskan adventurer Olgerd Vladislav, from “A Witch Shall Be Born”. Both are ambitious, tall, grey-eyed northerners who rose to power in the desert, forming outlaw bands and dreaming of empires. The Solomon Kane Stories: Perhaps Howard’s second most famous hero, Puritan adventurer Solomon Kane had a wide-ranging career, venturing across Europe and into the deepest heart of Africa. He fought all manner foes, human and otherwise, and explored a variety of lost cities and cursed places. Though driven by religious fervor, Kane was surprisingly worldly, one of his few recurring allies an African sorcerer, and willing to use magic to smite supernatusupernatu ral evil. His stories would be relatively easy to adapt for Conan, requiring few changes.
The Professor John Kirowan Stories: The younger son of an Irish noble family and an expert on both the Cthulhu Mythos and lost civilizations, the good professor grew out of Howard’s friendship and correspondence with H. P. Lovecraft and other members of the
Others: Howard was vastly prolic, and a list of all his characters would dominate this toolkit, but inspiration can easily be drawn from the following: Pictish king Bran Mak Morn; French mercenary swordswoman Dark Agnes de Chastillon (partial inspiration for the “inspired by Howard” character Red Sonja);
so-called “Lovecraft Circle”. Lovecraft encouraged all the Circle’s members to push each other’s boundaries:
adventuress Red Sonya of Rogatino (the other source of Red Sonja’s inspiration); Crusader knight Cormac
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GAMEMASTER'S TOOLKIT Fitzgeorey; American adventurer Kirby O’Donnell; Irish pirates Cormac Mac Art and Black Vulmea; and another pirate, Helen Tavrel. Even the aforementioned El Borak had a Sikh ally, El Singh, who had three Howard stories devoted to his solo exploits. Such was the nature of their adventures that they could be easily transformed into Conan adventures, and Howard himself borrowed liberally from his earlier works, returning to common themes and story elements repeatedly.
INSPIRATION FROM OTHER MEDIUMS The tales of Conan of Cimmeria have inspired countless editions, comics, a handful of movies and roleplaying games, several spin-os and video games, and — more recently — a phenomenally successful board game. It is not the purpose of this toolkit to oer insight and critique to any one of these sources of Conan material; each one should be approached and judged own its own merits by the gamemaster and players alike. As constantly reinforced throughout the corebook and this toolkit, the intent of Conan is to return to Howard’s original writings and use them as a platform to create immersive tales of sword-and-sorcery. Rather than dissecting anything that has appeared in the wake of Howard’s works, the passages that follow will seek to oer inspirational works from outside the world of Conan that perhaps might not have been considered otherwise.
PULP PACING AND DRAM DRAMA A Creating adventures that emulate the classic pulp tales that have been a popular form a storytelling since the late 19th century can seem a daunting prospect. Luckily, plenty of advice is readily available from many dierent sources, including — but not limited to — the magazines and tales themselves and a number of internet resources. Of course, these tools can aid in constructing a piece of pulp ction, but are not necessarily designed to assist with designing a tabletop roleplaying adventure. Understanding the nuances of pulp writing, however, will certainly help to recreate the intense action and drama in a game. There is a well-documented formula to pulp stories that has served authors of this genre unfailingly across the years. Luckily, the gamemaster and the players have two unique tools available to them that can be used to adjust the pacing and drama of an adventure in order to provide intense drama and pacing at the tabletop: Doom and Momentum.
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DOOM The gamemaster’s mechanism to completely alter the pacing of a scene. Doom and its mechanics are covered within the Conan corebook, so the purpose here is to provide some insight into using the Doom pool as a storytelling tool. It should not be feared, but embraced.
When designing adventures or preparing for a game, it can be prudent to create a number of unique encounter spends to cater for the environments and challenges that the player characters will be facing during the session. For example, if the player characters are due for a frantic ght against a group of slavers on the dockside, spend some time beforehand designing some unique twists for the scene, such as making movement dicult due to a freak swell or spilt blood, swinging booms designed to shift crates becoming loose, or cutpurses attempting to steal the character’s coin while they are distracted with the melee. Consider reinforcements also, especially as a means to uphold the pace or pile on the misery. In the previous dockside case, unspent Doom could be used to summon the city watch, who themselves can be
given a few options that are dependent upon the outcome: they could mistake the player characters’ identities, or have been bought out and therefore bolster the slavers’ forces if the ght has become one-sided. Alternately, the watch could wait out the ght and attempt to arrest the player characters once the ght concludes, which leads to a tense stando or an additional combat, and possibly a visit to the cells.
GAMEMASTER’S TOOLKIT
6 Here are some further examples of preparations made before a game: ■
In Search of the Heart: The gamemaster has chosen to involve the player characters in an adventure that mirrors the classic story “The Tower of the Elephant”. Beforehand, the gamemaster notes down several Doom spends that can be used to alter the pacing and encounencoun ters of the setting. Some simple Doom spends present themselves immediately in the form of animals that can raise the alarm by being startled from the shrubshrub bery and loose coping stones on top of the wall that can cause a player character to fall. Some reinforcements in the form of a rival group of thieves inside the garden is also introduced, though they must all contend with the lions that are a planned part of the encounter. A torturtortur ous wind that induces a dicult climb is also included, before the gamemaster makes one nal note to hold back some Doom for the demonic spider that guards the entrance at the top of the tower.
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Mutiny!: The player characters are part of, or have
MOMENTUM Momentum is used by the players to bolster their successes, fuel their drive forwards, and overcome the desperate odds that often stack against them. Many common Momentum spends and their associated costs are presented within the core rulebook, but again, it can be greatly benecial to the pacing and drama of an adventure for the gamemaster to prepare a few Momentum spends specic to each intended encounter before beginning a game. The gamemaster should also encourage the players to nd create ways to build a narrative using Momentum, so that the game feels more organic and has a sense of owing like a story. For example, two characters, Athala and Demetrius, are attempting to break free from a dungeon, but must rst overcome the guards that block their route. Athala opts to stand ready and wait for the guards to move within range of her attack, while Demetrius uses her as a shield and begins to hurl rocks at the guards. Demetrius oors a guard with a cunningly hurled rock, but unfortunately for the player characters, the remaining guard decides to attack from range and looses a crossbow bolt in their direction. Athala attempts to dodge the incoming bolt and succeeds so spectacularly that she generates 3 Momentum. Momentum. The gamema gamemaster ster immediat immediately ely informs informs Athala’ss player Athala’ player that the the Momentum Momentum can be used used to not only roll within Reach of the guard that red the shot, but will also allow her to take the attack against the guard that she had been saving as a Readied action. Athala’s character accepts and downs the remaining guard, which keeps the story owing and launches immediately into a desperate escape before additional guards appear.
been captured by, a roving band of freebooters. A mutiny sparks during the voyage, embroiling the player characters in a desperate ght to overwhelm the opposing crew. Beforehand, the gamemaster plots some dastardly Doom spends that include: sharks appearing once bodies begin to fall overboard, the galley catching re thanks to a cooking re being untended, a number of critical sail positions becombecoming damaged and needing repair, and the ship’s wheel being wildly out of control, invoking Acrobatics tests due to the erratic sway of the ship — which pairs nicely with the shark-infested waters. As a nal addition, the gamemaster notes down a special Doom spend in the form of a rival buccaneer ship that can be foreshadowed to later appear and be used to pile
The following examples re-examine the Doom preparations above, but are taken from a Momentum perspective
on or maintain the drama of a climactic encounter.
instead:
The Depths of Despair: The player characters are deposited in the depths of a terror-lled dungeon, but rather than map every room and encounter beforehand, the gamemaster decides to note down a few key encounters and introduce others through clever use of Doom. Several nasty surprises in the form of traps are planned, as are Doom spends that alter the environment for the player characters: sluice gates that open to make the oor slick, gusts of frigid air that extinguish torches, poor masonry that collapses around a piton. Finally, the gamemaster introduces one or two reinforcement Doom spends that can be used to spice up other encounters, such as ghouls that arrive as the player characters are scaling a wall and rat things in search of carrion, attracted by the sounds of combat.
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In Search of the Heart: The gamemaster builds a Momentum spend into the encounter concerning the startled animals in the shrubs, and decides that Momentum can be used to potentially capture an animal. It can then be used as a diversionary tactic against the lions inside the garden. Additionally, the gamemaster decides to reward the successful application of a grappling hook to the tower’s roof by allowing the use of Momentum here to provide additional security to the climb; a couple of points of Momentum can be used to oset some of the Diculty modiers imposed by the torturous wind. Mutiny!: Some Momentum spends are built into the encounter that allow the player characters to use parts of the ship as a weapon: errant sail booms that
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GAMEMASTER'S TOOLKIT can be used to sweep enemies into the sea, barrels that can be hurled to knockdown foes, and similar eects. These can also work for the non-player characters, as additional Doom spends. ■
The Depths of Despair: Here the gamemaster decides to introduce a few Momentum spends that tie in with the reinforcement options that have
Pulp adventures — including Howard’s tales — are packed with supporting cast members that provide added depth and drama to the tale. The supporting cast are themselves a tool that can drive the plot forward or provide an additional moment of intense drama within a plot that is layered in tension: a princess snatched from the player characters’ grasps, an able-bodied thief that blunders into a trap on the player character’s behalf, or an accompanying mer-
cenary captain who has sold out the player characters to the highest bidder. Much like Momentum and Doom, non-player characters can be used to provide pacing and suspense to any adventure, though this should often be when least expected. If the player characters happily side-step the perils that are placed in their path, have the occasional non-player character blunder into the trap, emphasizing the danger they avoided. Likewise, if the player characters prefer to talk their way out of every ght, a ery non-player character can dash their hopes by sparking a brawl. Not every action that the player characters perform should be railroaded in this fashion — the players need to understand that they have actions will have an impact upon the storyline without it being trampled by a non-player character every time — but they should never be disregarded as a tactic to introduce tension and drama; after all, even non-player characters have their own thoughts and feelings within the context of the world that the gamemaster is unveiling. Play to each non-player character’s strengths and exploit their weaknesses, but never let them take center stage and reduce the player characters to a side-show. The player characters are the protagonists of the adventure, the non-player characters the supporting cast. Whether at the start of an adventure, or as a quick introduction during an unfolding scene, the following tables can be used to rapidly provide building blocks and answer a few questions about a non-player character to make them presentable at the tabletop. One or two rolls on the Interesting Quirks table should be sucient to provide a memorable description, whereas the Nationalities table will immediately answer the question of ancestry.
been created. If they successfully resist the ghoul’s attempts to dislodge them from the climb, the player characters can use Momentum to turn themselves into living weapons against the undead creatures, or if the player characters detect the approach of the rat thing while combating other foes, Momentum may be used to place their initial enemy between themthemselves and the new threat.
NATIONALITIES Ro l l
Nati onali ty
2
Hyperborea
3
Border Kingdom
4
Nordheim: Asgard or Vanaheim
5
Cimmeria
6
Bossonian Marches
7–8 9–10
Gunderland Aquilonia
11–12
Koth
13–14
Nemedia
15–16
Ophir
17–18
Brythunia
19–20
Argos
21–22
Zamora
23–24
Shem
25–26
Stygia
27
Corinthia
28
Zingara
29 30
Khoraja Khauran
31
Kush
32
Darfar
34
Keshan
35
Punt
36
Zembabwei
37
The Black Kingdoms
38
Turan
39
Iranistan, Ghulistan
40
Hyrkania
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GAMEMASTER’S TOOLKIT
INTERESTING QUIRKS Ro l l
Qui rk
2
Eye color is mismatched
3
Prone to bouts of twitching
4
Talks using as few words as possible
5 6
Appears to be constantly distracted Has visible tribal scars or tattoos
7
Swe wea ars ev every ot other wo word du duri rin ng co conv nve ersation
8
Alwa Al ways ys re refe fers rs to a lis listt of of rul rules es,, whi which ch ca can n be be rea reall or or ima imagi gine ned d
9
Constantly dr drinking, but ne never se seems dr drunk
10
Slips as many quotes and gures of speech as possible into conversation
11
Is extremely irtatious, but seems shocked if anyone responds
12
Abho Ab hors rs ph phys ysic ical al co cont ntac act. t. Vi Visi sibl blyy cle clean anss sel selff if if thi thiss occ occur urss
13
Sports several piercings
14
Perf Pe rfo orm rmss a su supe pers rsttit itio ious us tic to wa ward aw away ay bad lu luck ck
15
Can ne nevver co com mprehend jokes or sarca cassm
16
Holds on to rst impressions and discounts anything that contradicts that opinion
17
Alwa Al ways ys se seek ekss to to obt obtai ain n and and ho hold ld ey eye e con conta tact ct for an unc uncom omfor forta tabl blyy lon longg tim time e
18
Talks in si sibilant whispers
19
Attaches a cost to everything
20
Missing a limb
21
Covered in warts and boils
22
Extremely hairy
23
Laugh ghss ne nerv rvo ously and and in ina appro rop priately
24
Unc nco outh, vu vulgar, or or sp spectacularl rlyy ru rude
25
Very possessive of of an an object or pers rso on
26
Persistent ntlly cla laiims one ne-u -up pmanship
27
Treats everyone with complete disdain
28 29
Always ex expects a negative ou outcome Is a habitual gambler
30
Becomes aggressive when criticized
31
Claims to to kn know so someone in in ev every to town an and ci city
32
Is a glu gluttto ton n (fo (food od,, wea wealt lth, h, pow ower er,, ple plea asu sure re,, et etc. c.))
33
Has an obvious tell when lying
34
Can only talk by shouting
35
Alll co Al conv nver erssat atio ions ns are dra rawn wn ou outt an and d fo form rmal al
36
Struggle less to to ta talk through a hacking co cough
37
Badly disgured by disease
38
Hass ex Ha extr trem emel elyy ob obsc scur ure e tas taste tess in in foo food d an and d dri drink nk
39
Has a terrible catchphrase
40
Constantly re relates in in th the th third pe person
GAMEMASTER'S TOOLKIT
9
This toolkit discusses how Howard’s pacing keeps his readers enthralled, but has yet to address the actual titles of his stories. These short and often enigmatic titles served to appeal to the tastes of jaded pulp editors, encouraging them to read the submission, and to the magazines’ readers, getting them to ip to his stories rst. A great title often meant placement on the cover of the magazine magazine,, which was virtually guaranteed to lead to further sales, so Howard crafted his titles to be as catchy as possible. The following tables assist the gamemaster in generating adventure titles in an appropriately Howardian fashion, and can be done before an adventure is created, providing an overall theme for the selection of elements from the
adventure generation system, or it can even be selected afterward and the adventure expanded or augmented so the title makes sense in the context of the adventure. Whenever “The” is indicated before a title, roll a §. A result of 1 or 2 means that “The” remains, and a roll of an Eect switch “The” with “A” or “An”. Remove “The” on any other result. A singular result might be changed to plural, if desired. Roll a § whenever indicated. Add a Descriptor to it if an Eect is rolled. Ignore other results. When using this table, the gamemaster is encouraged to adjust the outcome if a nonsensical or grammatically incorrect result is reached. Repeated terms should merit a re-roll. re-rol l.
TITLE STRUCTURE
OBJECT
Roll
S tru ctu re
R ol l
Ob je c t
1–2
The
[OBJECT] on the [OBJECT]
1–2
Jewel/Gem/Amulet
3–4
The § § [OBJECT] of the [OBJECT]
3–4
Crown/Scepter/Throne
5–6
The § [ENTITY] in the [LOCATION]
5–6
Skull/Bone
7–8 7– 8
The [O [OBJE JEC CT] of of [O [OBJECT]
7–8 7– 8
Thun Th und der er/R /Ra ain in//Wi Wind nd//St Stor orm m
9–10
A/an [ENTITY] Is/Will Be/ Shall Be [DISPOSITION]
9–10
Weapon (pick: Knife, Sword, Axe, Spear, Blade)
11–12 11 –12
The Th e [D [DIS ISPO POSIT SITIO ION] N] of [E [ENT NTITY ITY]]
11–1 11 –12 2
Nigh Ni ght/ t/Mi Midn dnig ight ht/S /Sha hado dow/ w/Da Dark rkne ness ss
13–1 13 –14 4
[ENT [E NTIT ITY] Y] [LO [LOCA CATI TIO ON]
13–1 13 –14 4
King Ki ngdo dom/ m/Em Empi pire re/L /Lan and/ d/Re Real alm m
15–16
The § [OBJECT]
15–1 15 –16 6
Trib Tr ibe e/P /Peo eop ple le/F /Fo olk
17–18
§ [OBJECT] in [LOCATION] § [ENTITY] of [LOCATION]
17–1 17 –18 8
Flam Fl ame/ e/Fi Fire re/P /Pyr yre/ e/Br Bran and d
19–2 19 –20 0
Circ Ci rcle le/R /Rin ing/ g/Ob Obel elis isk/ k/Co Colu lumn mn
19–20
ENTITY Roll
En tity
1–2 1– 2
Demo De mon/ n/De Devvil il//Fi Fien end/ d/Ho Horr rror or
3–4
Ghost/Spirit/Specter
5–6
Monste Mon sterr (pic (pick: k: Gho Ghoul, ul, Dwe Dweller ller,, Serp Serpent ent Fol Folk, k, Abo Abomina minatio tion) n)
7–8
Animal (pick (pick:: Vulture, Vulture, Serpen Serpent, t, Eagle, Eagle, Wolf, Raven Raven,, Lion, Lion, Tiger, Tiger, Owl, Owl, Ape, Ape, Rat, Rat, Eagle, Hound Hound,, Hawk) Hawk)
9–10
Noble (pick (pick:: King/Q King/Queen, ueen, Lord/ Lord/Lady Lady,, Empero Emperor/Empr r/Empress, ess, Warlor Warlord, d, Prince Prince/Prince /Princess) ss)
11–1 –12 2
Sorcerer/Witch
13–1 13 –14 4
Prie Pr iest st/P /Pri ries este tesss
15–16
God (r (roll on on Religious Tenets, page 20)
17–18 17–1 8
Mythol Myt hologi ogical cal Anima Animall (pick: (pick: Phoe Phoenix nix,, Dragon, Dragon, Hydr Hydra, a, Mummy Mummy,,
19–20
Undetermined Undete rmined (pick (pick:: Stranger Stranger,, The The One, One, Dweller, Dweller, Lurker Lurker,, Holder, Holder, Keepe Keeper) r)
10
GAMEMASTER’S TOOLKIT
LOCATION
DISPOSITION
R ol l
Lo cat io n
Ro l l
O bj e c t
1–2
Tower
1–2
Born
3–4 3– 4
Cita Ci tade del/ l/Ca Cast stle le//Fo Fort rtre ress ss
3–4
Cursed
5–6
Cave/Cavern
5–6
Haunted
7–8
City
7–8
Doomed
9–10
River
9–10
L o st
11–12
Pool
11–12
Damned
13–14
Forest
13–14
Spawned
15–16
Temple
15–16
Fallen
17–18
Pit
17–18
Broken
19–20
Tomb/Crypt
19–20
Forgotten
DESCRIPTOR R ol l
De s c r i pt o r
1–4 1– 4
Colo Co lorr (pic (pick: k: Bla Black ck,, Ebon Ebon,, Crim Crimso son, n, Red Red,, Scar Scarle let) t)
5–8 5– 8
Age Ag e (pi (pick ck:: Anc Ancie ient nt,, Eld Elder er,, Old Old))
9–12
Substa Sub stance nce (pick (pick:: Iron, Iron, Steel, Steel, Silve Silver, r, Gold/ Gold/Gol Golden den,, Stone, Stone, Bronz Bronze) e)
13–1 13 –16 6
Temp Te mper erat atur ure e (pic (pick: k: Cold Cold,, Fire/ Fire/Fi Fier ery) y)
17–20 17– 20
Appear App earanc ance e (pick: (pick: Shini Shining, ng, Gleam Gleaming, ing, Jewell Jewelled, ed, Shado Shadowed wed))
GAMEMASTER'S TOOLKIT
11
The following tables can inspire a wide range of fraught and deadly adventures. The tables introduced here are meant to assist a gamemaster in designing a perilous and engaging tale that will be similar in construction and pacing to the classic pulp tales that Howard is renowned for. Almost all pulp adventures follow a tried and tested formula, which is something that these tables hope to help the gamemaster emulate at the tabletop. Blazing a trail of renown, heroism, and fame — or infamy — across Conan’s world is something that should be achieved at the culmination of dangerous and breathtaking adventures that involve the player characters thwarting dastardly plots and horric, otherworldly powers. At their heart, these tales of fearless courage should involve overcoming a tangible and identiable threat, though unveiling this menace will likely involve a few unforeseen twists and turns. The tables that follow will almost certainly introduce their own convolutions, some of which may not t the plot that is developing or the loose outline that a gamemaster had in mind — whether this was prior to rolling or as the tables unveiled the story arc. There is no requirement to accept every roll made or even to follow the process through until the end; specic elements can be cherry-picked to suit, re-rolled, or ignored completely. There is something to be said, however, to rolling with the punches and taxing the imagination to make the randomness work. As an additional note, the tables presented here oer themselves as a useful tool during an actual play session, particularly if there is a need to quickly generate a mission objective, person, item, or place.
THE OPENING SCENE Frequently, the opening scene of a pulp adventure places the heroes of the tale in a strange and exotic location that introduces an element of peril through its mere description. Every tale of heroism, adversity, or triumph requires a villain or obstacle as a core central element, regardless of whether that plot device is as direct as a long-slumbering sorcerer of unimaginable power awakening and seeking to rule over all he surveys, or as subtle as conspiracy of rival nobles seeking to overthrow the king. Beginning with the antagonist allows you to frame the context of the overarching plot. Two d20s are rolled for the Opening Setting table, but the dice results are kept separate rather than summating them. The gamemaster is free to choose which column the dice results relate to, but should be sure to check both options before deciding. The gamemaster should ignore results that clearly do not match, although it may be an interesting practice in welding two elements together.
OPENING SETTING R ol l
S ettin g
D esc ripto r
1
A jungle
Chaotic
2
An island
Frozen
3
A mountain range
Ominous
4
A back alley
Claustrophobic
5
A crypt
Eerie
6
A blood-soaked battleeld
Fathomless
7
A courtesan’s chambers
Sprawling
8
A noble’s villa
Malodorous
9
A sewer system
Vibrant
10
A ruined keep
Barren
11
A hidden temple
Oppressive
12
An execution chamber
Obscure
13
A slavers market
Brackish
14
A graveyard
Foggy or misty
15
A desert
Searing
16
A lake or ocean
Tempestuous
17
A forest
Empty
18
A swamp
Crumbling
19
A mine
20
A royal court
Weird Roll twice and apply both
12
GAMEMASTER’S TOOLKIT
NON-PLAYER CHARACTERS
Once the setting has been established, the Non-Player Characters table can then be used to determine a troupe of non-player characters that might be present at the scene, supported by the Temperament table for their general atti tude. The non-player characters determined by this table should be supporting the player characters in some way
R ol l
I de n t i t y
1–2
Royalty
3–4
Nobility
5–6
Militia
7–8
Natives
9–10
Merce cen nary so soldiers
11–12
Porters
Ro l l
T e mp e ram e nt
13–14
Slaves
1–4
Benevolent
15–16
Clergy (r (roll on on Religious Tenets table)
5–8
Friendly
17–1 17 –18 8
Boun Bo unty ty hu hunt nter er or hu hunt nter er
9–12
Indierent
Roll twice, with a separate roll on Temperament table table for each
13–16
Unfriendly
19–20
17–20
Hostile
TEMPERAMENT
HOOKS AND DRAWS R ol l
Pl o t H oo k
Draw
1
A close friend
Delivered outrageous demands
2
A kidnapped relative
Sent an invitation
3
An anonymous letter
Lied to the player characters
4
A wizened scholar
Delivered sensitive information (roll on Knowledge Objective table) table)
5
An ancient prophecy
Oered a fortune
6
A fanatical layperson (roll on Religious Tenets table)
Asked for help
7
A dying man or woman
Attempted blackmail or extortion
8
A member of a secret society (roll on Cult table) table)
Funded an expedition
9
An old acquaintance
Has mistaken a player character’s identity
10
A noble
Oered a contract of employment
Unwittingly caught between two opposing forces
Placed an artifact in a player character’s
(ignore the second d20 roll) Stumble on a strange event or dangerous location (ignore the second d20 roll)
safekeeping with their nal breath
13
A wealthy entrepreneur
Called in a debt or favor
14
A seemingly freak accident
Sent a warning
15
A priest or priestess (roll on Religious Tenets table)
Has information on someone relevant who is missing or dead
16
A diplomat
Stole from the player characters
17
The local militia
Seeks revenge
18
A former enemy
Is worried for their life
19
A member of a royal family
Has been framed for crime or treason
20
A despotic ty tyrant
Oered details on another antagonist (roll on Primary Antagonist table) table)
11 12
Performed a dangerous ritual
GAMEMASTER'S TOOLKIT
13
rather than opposing them, although non-player characters that are hostile to the player characters will have run afoul of the circumstances that have placed the player characters at the scene and will likely begin blaming them for their current predicament once the dust has settled.
THE PLOT
INVOLVING THE PLAYER CHARACTERS Having established the setting and some of the other persons present, it is often time to unveil the reason behind the player characters’ presence. This will establish the hook that has drawn them into their current predicament; their reason for being in the wrong place at the right time in the rst place. This can be revealed as the action unfolds or delivered as part of the introductory dialogue — however it is addressed, revealing the hook will provide the player characters with their initial incentive for having been drawn into the plot. The Hooks and Draws table can be used to aid in sketching the outline, though the gamemaster should further
Roll
Pl o t C o nce p t
embellish this with their own narrative based upon his knowledge of the player characters within the group. As with the Opening Setting table, two d20s are rolled, with the results kept separate rather than combined.
Having established the opening scene and the primary reasons for the player characters being there, it is now important to establish exactly where their adventure will lead them and who is pulling the strings. Unravelling the overarching plot should begin to take place during the opening scene, but does not necessarily need to be revealed all at once; clues should be established from the outset, but plot devices such as non-player character motives or even their presence can readily be used to tease the plot reveal across several scenes. The machinations of the villains central to pulp adventures tend towards the straightforward rather than the convoluted, but the gamemaster can roll multiple times
PLOT CONCEPT
M ot iv a t i o n
1
Overthrow the ruling elite
Vengeance
2
Complete an infernal ritual
Pure malice
3
Tear a gateway to an ancient era
Intense hatred
4
Foment a war
Envy
5
Dest De stru ruct ctio ion n of of a pl plac ace, e, a gro group up,, or or a cr crea eatu ture re
Being manipulated by someone or something (roll twice on the Primary Antagonist table, table, with the second roll as the true antagonist)
6
Gather information to prove the existence of something or someone
An ancient prophecy
7
Unleash th the po power of of an an ot otherworldly ho horror
The vo voices ha have sp spoken…
8
Protect a person or place
Forbidden knowledge (roll on Knowledge Objective table) table)
9
Gain control of a person or place
Dreams or visions
10
Break a deadlock
Protect interests
11
A secret coup
Greed
12
Dissection and experimentation
Spiritual or (un)ethical beliefs
13
Enac En actt reve reveng nge e for for a wron wrongd gdoi oing ng (re (real al or or perc percei eive ved) d)
To pro prote tect ct a pe pers rson on,, plac place, e, or or beli belief ef
14
Cover up a dirty secret
To strike rst
15
Exploitation of a group of people
An ancient feud
16
The pu pursuit of of kn knowledge
To divert attention from the true scheme (roll again for both the real plot and motivation)
17
Recover an ancient artifact
For the greater good
18
Recover an otherworldly relic
Repentance for a mistake
19 20
Resurrecting an ancient power World domination!
An unpayable debt Megalomania
14
GAMEMASTER’S TOOLKIT on the Plot Concept table to generate several threads. As with the Opening Setting table, two d20s are rolled, but the results are read separately rather than totaled, with either roll applied to the column of the gamemaster’s choice. Once the driving focus has been determined for the plot, it is time to move on to the Primary Antagonist and Plot Fulfllment and Location tables to determine exactly who is behind the devilish plot and what they require to bring it to fruition.
THE ANTAGONIST Every tale of triumph t riumph over adversity requires a villain or obstacle at its core. Sometimes this can be as basic in representation as the brutish and ape-like Thak from “Rogues in the House”, or as enigmatic and devilish as Xaltotun from The Hour of the Dragon. The Primary Antagonist table will enable the gamemaster to determine not only who or what is driving the plot, but also the primary trait that dominates the villain’s character, while the Plot Fulfllment and Location table will reveal what the antagonist requires
to succeed and where it can be found. Roll 2d20 for the Primary Antagonist table, but keep the dice results separate. The gamemaster can choose which
PRIMARY ANTAGONIST R ol l
Pri mary M al e fac to r
T rait
1
An otherworldly entity (Ancient or Otherworldly Creatures table)
Aggressive
2
A nefarious cult (Cult ta table)
Disgruntled
3
A villainous noble
Ambitious
4
A crime syndicate
Manipulative
5
A tyrannical overlord
Unpredictable
6
An evil priest or priestess
Obsessed
7 8
A crime lord An infernal sorcerer
Maniacal Tortured
9
A pirate king or queen
Cruel
10
A tribal chieftain
Psychotic
11
A guild leader
Impulsive
12
An unfeeling historian
Covert
13
An insane collector of antiquities
Disillusioned
14
A mercenary captain
Traitorous
15
A legendary gladiator
Conspiratorial
16
An intelligent beast
Intolerant
17
A corrupt judiciary
Vindictive
18
One or more royal advisors
Masochistic
19
One or mo more re me memb mber erss of of a ro roya yall fam famil ilyy
20
A de despotic ki king or or qu queen
Ineable Layered quality (roll twice: rst is actual, second is apparent)
GAMEMASTER'S TOOLKIT
15
PLOT FULFILLMENT AND LOCATION Roll
Antagonist’s Requirement to Fulfill Plot
From/Where
1
Willing sacricial victims
Mount Yimsha
2
Unwilling sacricial victims
Atlantean ruins
3
Subjects for experimentation
Hyperborea
4
An ancient text
The Island of the Black Ones
5
Hidden knowledge (Knowledge Objectives t ta able)
A lost island or ruin
6
A specic location (Location Objectives t ta able)
A sacred temple
7
An otherworldly gateway
A concealed tomb
8
A relic of Acheron or Valusia
A pyramid lost to the desert
9
A lock of hair (Primary Antagonist ta table)
A cursed glade
10
The kidnap of a powerful gure
A sunken ship
11
A precious jewel
A trap-lled dungeon
12
An extract from the books of Skelos
The vault of a hidden cult (Cult table) table)
13
A strange and alien device
A pirate haven
14
A stone circle
The hidden depths of the Maul
15
A cursed object
An otherworldly gateway
16
A sorcerer’s tome
An otherworldly entity’s lair (Ancient or Otherworldly Creature table) table)
17
An alignment of the stars
A cursed and forgotten city
18
The blood of a royal
A sorcerer’s lair
19
The heart of an otherworldly creature (Ancient or Otherworldly Creature table) table)
A royal vault
20
The horn of a living dragon
A dragon’s lair
column the dice results relate to, but should check both options before deciding. From here, the gamemaster can continue to the Plot Fulfllment and Location table to reveal what the antagonist requires to full their plans and where it may be found.
MISERY AND DOOM Pulp adventures readily pile misery and doom upon the heroes before allowing them to triumph over adversity — which for the gamemaster will mean introducing obstacles, twists, and personal objectives that can be used to compound the hardships that must be faced throughout the adventure whilst providing a sense of achievement. The Obstacles and Twists table should be used to generate both an obstacle and a plot twist that must be addressed by the player characters before reaching the adventure’s conclusion. Once again, two d20s should be rolled, although the results are read separately. The Goals and Objectives table can be used to deter mine some possible personal goals and objectives for the player characters. These may require completion to overcome the plans of the primary antagonist, or they may be
The Cimmerian, born in a hill country, could have run up it like a cat, but Olivia found the going dicult. Again and again she felt herself lifted lightly o her feet and over some obstacle that would have taxed her strength to surmount, and her wonder grew at the sheer physical power of the man.
— “Iron Shadows in the Moon”
secondary goals that are independent of the overarching plot; either way, it should be clear that there are personal ramications to the player characters for not fullling this element of the plot. The gamemaster may choose to roll once for the group or once for each character, but should consider the personal interests of the player characters and players when doing so. Two d20 are rolled, with one d20 used to decide a player character goal and the other d20 used to determine who or what is involved in its completion.
16
GAMEMASTER’S TOOLKIT
OBSTACLES AND TWISTS Ro l l
Ob sta cl e s
Pl o t Tw is t s
1
On a short timescale
They must make a great personal sacrice (one or more group members)
2
Considered an unreachable destination (lost island, deep underwater, inside a volcano)
They are the experiment experiment (a group or faction is testing testing their abilities)
3
Numerous distractions along the way (side missions, rival factions, opportunities)
Led into a trap (they are the antagonist’s missing ingredient)
4
Key knowledge is required (held in a location or by a person — usually guarded)
Into the jaws of death (no one is expected to leave alive)
5
Physically or environmentally challenging (frozen tundra, cloying swamp, dense jungle)
The antagonist is part of the group (if played right, maybe even a player character)
6
Another non-player character faction is also involved (use Non-Player Characters and Temperament tables to determine)
Intelligence leads them to believe there is only one to deal with (they were wrong!)
7
It is guarded by at least a Nemesis level l evel entity or Toughened unit
Familial connections (the antagonist has close ties to a player character)
They must carry a hindrance (fragile asset,
Snake in the grass (a traitor working working for an
8
incompetent person, dangerous prisoner)
independent faction — roll on Non-Player Characters table)
9
Battered by the elements (volcanic activity, sand or snow storms, earthquakes, tsunamis, etc.)
High body count
10
Must Mu st cr cros osss hot hotly ly di disp sput uted ed te terr rrit itor oryy
Damned if we do… (lettin (lettingg the antagonist antagonist escape will save countless lives)
11
Famine
A person or object that is a required to foil the antagonist is also exactly what the antagonist needs!
12
Poverty stricken (rotten, stolen, corrupted, or faulty equipment)
To understand a villain, you must become the villain (they must do bad things to achieve their goal)
13
Extortionate cost (in something the character’s value)
The antagonist is a patsy for the true villain (roll again on Primary Antagonist table) table)
14
Lesser of two evils (working with an uncomfortable ally)
The antagonist is performing heinous acts in the hope of preventing a greater evil
15
Civi Ci vill un unre rest st (r (rio iots ts,, te terr rror oris ists ts))
Fulllment before their eyes (the group arrive too late or the event unfolds around them)
16
Extortion and bribery (a group member is bribed or held to ransom)
Cut o and left adrift (the group’s supporters fall strangely silent and no longer provide support)
17
Sold mi misinformation
A key character of the plot is killed, only to return alive later (can be keyed to entries 2 or 8 of this table)
18
Problems with the the authorities (arrested, bounty placed)
The player characters are working for the real villain and the antagonist is trying to stop them
19
Strange malady that requires the antagonists’ plot fulllment to cure
Tread dark paths (the player characters must open themselves to Corruption to achieve a greater good)
20
Ambushed!
Escalation (roll twice on this table, ignoring further results of 20)
GAMEMASTER'S TOOLKIT
17
GOALS AND OBJECTIVES Roll
C ha r a ct er G o a l
C ha r a ct er O b j e ct i v e
1
Explore
An ally (Person Objective table) table)
2
Recover
An enemy (Primary Antagonist table) table)
3
Plunder
Identity of a person (Primary Antagonist table) table)
4
Destroy
An opponent (Opponents table)
5
Protect
An opponent (Opponents table)
6
Deliver
Documents or secrets (Knowledge or Person Objective table) table)
7
Capture
Documents or secrets (Knowledge or Person Objective table) table)
8
Find/Locate
An artifact (Artifact Descriptors and Conditions table)
9
Negotiate
An artifact (Artifact Descriptors and Conditions table)
10
Scout
A physical location (Location Choice and and appropriate sub-table)
11
Divert
A physical location (Location Choice and and appropriate sub-table)
12
Distract
An ancient map to (Roll on Sinister column of Building Type table)
13
Unveil
An ancient map to (Roll on Sinister column of Building Type table)
14
Hide
An otherworldly creature’s body part (Ancient or Otherworldly Creatures table)
15
Understand
An otherworldly creature’s body part (Ancient or Otherworldly Creatures table)
16 17
Prove Disprove
The current antagonist The current antagonist
18
Steal
A deadly or secret organisation (Cult table) table)
19
Inltrate
A deadly or secret organisation ( Cult table) table)
20
Rescue
A legendary character (Legendary Characters table)
18
GAMEMASTER’S TOOLKIT
PERSONAL OBJECTIVES The following tables are used to further elaborate the requirements of the character’s objectives. As already stated, these objectives can be used as personal goals or as devices to further the plot — by revealing the location of the antagonist for instance, or indicating an item that is vital to foiling the antagonist’s plans. The Artifa Artifact ct table requires that the gamemaster roll two d20s as before, selecting one d20 to determine the type of artifact in question and the second d20 to provide the artifact with a description or state of being. The Knowledge or Person Objectives and Opponent tables require the roll of a d20 on the relevant r elevant column.
KNOWLEDGE OR PERSON OBJECTIVES
ARTIFACT ARTIF ACT DESCRIP D ESCRIPTORS TORS AND A ND CONDITION COND ITIONS S Artifact Descriptor
Artifact State/ Condition
1
Book
Ancient
2
Scroll
Sentient
3
Key
Cursed
4
Religious icon (Religious Tenets table)
Fragile
5
Statue
Unstable
6
Rare plant or ower
Mutable
7
Jewel
Infectious
8
Precious ore
Blessed
9
Crystal
Incorruptible
10
Contraption
Locked
11
Otherworldly ob object
Frozen (i(iced)
12
Heirloom
Ethereal
13
Potion
Lucky
14 15
Armor and/or shield Drug
Toxic Broken
16
Priceless art object
Buried
17
Jewelry
Powerless
Roll
Knowledge Objective
Person Objective
Map (treasure, lost land, building plans, kingdom defenses)
Civilian
2
Crude alchemical discovery
Militia
3
Cure to a strange illness
Soldier
4
A weakness
Scholar
18
Weapon
Corrupt
5
An ancient secret
Insane genius
19
Legendary we weapon
Otherworldly
6
Escape route
Fugitive
7
Conspiracy
Criminal
20
8
Strange formula
Spy
9
Criminal activity
Traitor
Appears to be X, but Legendary artifact is actually Y (roll (Legendary Artifact table) table) twice, rst result is X, second result is Y)
10
A legend
Mercenary
11
A lost language
Priest or priestess (Religious Tenets table)
12
Concerning an artifact Noble (Artifacts table)
13
A cult secret (Cult table) table)
14
Roll
1
OPPONENT Ro l l 1
Op p on e n t Bandit
Roll 11
O pp o n e n t Pirate captain
2
Berserker
12
Savage
3
Bodyguard
13
Sorcerer
4
Cultist
14
Thug
The tr truth to a cover up up Po Poli liti tici cian an
5
Cult leader
15
Ghoul
15
What is is at at th the lo location? So Sorc rce ere rerr
6
Degenerate
16
Skeletal warrior
16
What transpired?
Archaeologist
7
Degenerate warrior
17
Rat thing
17
A traitor’s identity
Heir/heiress
8
Guard sergeant
18
Frost giant
18
Historical data
Smuggler
9
Knight
19
Black One
19
Cartogr gra aphica call dat data
Wounded non-player character (roll again)
20
Otherworldly knowledge
Royal non-player character (roll again)
Historian
Otherworldly creature (Ancient 10
Pirate
20
or Otherworldly Creature table) table)
GAMEMASTER'S TOOLKIT
19
OLD HAUNTS AND NEW STOMPING GROUNDS No story would be complete without a few sinister locations and exotic settings for the player characters to explore. The following tables can be used to generate any number of locations to fulll the plot — there is no hard or fast limit, the gamemaster should use as many locations as they feel are necessary to propel the adventure to its conclusion. The location required by the antagonist to bring their plans to fruition should already be known thanks to the Plot Fulfllment and Location table, the tables presented here will provide any number of locations along the character’s route from opening scene to epic climax. As with any of the tables here, the gamemaster is free to pick and choose only the elements desired, or to ignore rolls if they do not suit the plot. The Location Choice and Atmosphere table requires two d20s, rolled separately. The rst roll determines which sub-table to roll on ( Building Type, Rural or Marine Locations , Military or Otherworldly Sites, and Cult tables) and the second roll establishes the
The dark woods, masking slopes of sombre hills; The grey clouds’ leaden everlasting arch; The dusky streams that owed without a sound, And the lone winds that whispered down the passes.
— “Cimmeria”
As a nal note, it is worth remembering that Conan often ran headrst into the unknown with little regard for his own safety or the dangers that might be lurking around the next corner. His trials and tribulations sometimes took him to bizarre and dreadful locations lled with denizens that had no right to exist in the Hyborian Age. Although some dice results may seem untenable at rst glance, the gamemaster is encouraged to spend a moment or two on linking seemingly unworkable elements together through nothing more than the art of storytelling. Not only is this a good exercise in creating engaging narrative, but also an enjoyable practice in creating unusual elements elements on the y.
location with an atmospheric descriptor.
LOCATION CHOICE AND ATMOSPHERE
BUILDING TYPE R ol l
Buildin g T ype
Si ni st e r
1
Hovel
Castle
2
Tavern
Temple
3
Monastery
Stone circle
4
Warehouse
Church
5
Blacksmithy
Mansion
6
Prison
Cemetery
7
Shop or store
Cave system Tomb
Location Choice
Location Atmosphere
1
Building
Derelict De
2
Building
Ruined
3
Building
Peaceful
4
Building
Abandoned Ab
5
Building
Windswept
6
Rural
Dreadful
7
Rural
Overgrown
8
Gambling den
8
Rural
Submerged
9
Noble’s estate
9
Sinister
Ancient
10
Sinister
Impossible
10
Library
excavation Ruins
11
Sinister
Perched
11
Hospital
Mine
12
Sinister
Mountain-top
12
University
Hospital
13
Sinister
Cli-top
13
Temple
Monastery
14
Marine
Flooded
14
Mansion
Museum Mu
15
Marine
Underground
15
Museum
Swamp
16
Marine
Remote
16
Farmhouse
Stone circle
17
Military
Enigmatic
17
Inn
Ancient battleeld
18
Military
Dripping
18
Royal building
Gateway
19
Ancient or otherworldly site
Frozen
19
Sanatorium
Island
20
Ancient or otherworldly site
Eerie
20
Palace
Monolith Mo
Roll
Archaeological
20
GAMEMASTER’S TOOLKIT
RURAL OR MARINE LOCATIONS Roll
R ural
M arin e
1
Old battleeld
Shipyard
2
Cavern
Cargo ship
3
Plantation
4
MILITARY OR OTHERWORLDLY SITES M i litary
Ancient or Otherworldly Site
1
Com Co mmand tent
Acheronia ian n ruins
Warship Wa
2
Knight’s tent
Pre-Cataclysmic ruins
Jung nglle
Und nde erwater ruins
3
Squire’s tent
Xuthal
5
Aban Ab ando done ned d se sett ttle leme ment nt
Deep De ep se sea a ri ridg dge e
4
Sentry post
Island of the Black Ones
6
River
Submerged wreck
7
Desert
Reef
5
War camp
Dweller’s lair (submerged)
8
Glacier
Lost island
6
Supply camp
Ancient pyramid
9
Swamp
Pirate haven
10
Coas Co astl tlin ine e
Merc Me rch han antt sh ship ip
7
Horse enclosure
Gateway to the Outer Dark
11
Canyon
Open sea
8
Border fort
Cyclopean tomb
12
Lake
Coastal waters
9
Mercenary outpost
Primeval forest
13
Forest
Coast
10
Mercenary base
Pangaean valley
14
Mine
Port
11
Militia building
City of Alkmeenon
15
Farm Fa rm
Und Un der erwa wate terr ca cavver erns ns
12
Small keep
Citadel of Tsotha
16
Fiel Fi eld ds
Bea Be ach ched ed wr wrec eck k
17
Hills
Deep sea trench
13 14
Castle Wainwright’s
Haunted cairn Tunnels beneath sewers
18
Moun Mo unttai ains ns
Isla Is land nd ch chai ain n
15
Blacksmith’s
Heart of a mountain
19
Delta
Sinking island
20
Snowelds
An armada
16
Naval ship
Stygian ruins
17
Naval dock
Island of Xapur
18
Military mo monument Ruins of of Ku Kuthchemes
CULT
Ro l l
R ol l
Cu l t
19
Ambush site
Mount Yimsha
1–2
Black Se Seers of of Mo Mount Yi Yimsha
20
Battleeld
City of Xuchotil
3–5
Cult of Jhebbal Sag
6–7
Cult of Asura
8–9
The Spider Cult of Yezud
Ro l l
Creature
10–1 10 –111
Cann Ca nnib ibal al Cu Cult lt of Za Zamb mbo oul ula a
1–2
Abomination
12–13
Cult of Hanuman
3–4
Child of the Dark
14–16
The Bl Black Ri Ring
5–77 5–
Crea Cr eatu ture re of th the e Far Far Re Reac ach hes of the Sk Skie iess
17–18
The Re Red Br Brotherhood
8–9
Devil of of the Ou Outer Dark
19–20
The Sc Scarlet Ci Circle
RELIGIOUS TENETS Roll
Religious Tenets
1–3
Set
4–6
Jhebbal Sag
6–8
Asura
9–11
Ishtar
12–15
Mitra
16–18 19–20
Bel The Sp Spider-God
ANCIENT OR OTHERWORLD OT HERWORLDLY LY CREATURE CR EATURE
10–11
Forest devil
12–14
Malign plant
15–17
Mummied sorcerer
18–19
Werewolf
20
Winged One
GAMEMASTER'S TOOLKIT
21
SUMMARY
LEGENDARY CHARACTER Roll
Legendary Character
1–2
Conan
3–5
Valeria
4–8
Amalric
9–11 12–13
Astreas Thutmekri
14–16
Olgerd Vladislav
17–18
Taurus of Nemedia
19–20
Thoth-Amon
Unless otherwise stated, the gamemaster should roll two d20, but do not total the results. Select a choice from either column using the most appropriate result to suit the require ments. Use the Adventure Title generator or come up with your own.
BEGIN THE ADVENTURE ■
LEGENDARY ARTIFACT Roll
Legendary Artifact
1–2
The Heart of Ahriman
3–4
A lock of Atali’s hair
5–7
Golden elixir of Xuthal
8–9
Headdress of of Zo Zogar Sa Sag
10–11 12–14
Khemsa’s St Stygian gi girdle The Bowl of Set
15–17
The Te Teeth of of Gw Gwahlur
18–1 18 –19 9
The Th e He Hea art of the El Elep eph han antt
■
20
■
The Serpent Ring of Set
oll for an Opening Setting and any non-player Roll R characters present — including their temperament (utilizing the Opening Setting, Non-Player Characters, or Temperament tables as necessary). Establish E stablish the Hooks and Draws that led to the player characters being present, then work on unveiling the Plot Concept. Roll on any additional tables as directed (Primary Antagonist, Knowledge or Person Objectives, Cult, or Ancient or Otherworldly Creature tables) Determine D etermine who is behind the plot (Primary Antagonist table) and what it is they’re hoping to accomplish (Plot Fulllment and Location table). Roll on any additional tables as directed ( Primary Antagonist, K nowledge or Person Per son Objectives, Location Choice and Atmosphere, Cult, or Ancient or Otherworldly Creature tables).
TWISTS AND TURNS ■
ayer on some misery and doom by rolling for one Layer L or more plot twists (Obstacles and Twists table), but provide the player characters with some sense of achievement or overcoming the odds by introducing some personal goals and objectives ( Goals and Objectives table). Building Type on any addiaddi tional tables as directed (Non-Player Characters, Temperament, Primary Antagonist, Goals and Objectives, Artifact Descriptors and Conditions, Conditions, Knowledge or Person Objectives, Building Type, Cult, Ancient or Otherworldly Creature, Legendary Character , or the Legendary Artifact tables).
LOCATIONS ■
Roll R oll any number of locations on the Location Choice and Atmosphere tables. Roll on any additional Type, Rural or Marine tables as directed (the Building Locations , and Military or Otherworldly Sites tables).
22
GAMEMASTER’S TOOLKIT
EXAMPLE OF ADVENTURE CREATION The gamemaster decides to sit down and create a new adventure, using the adventure creation system provided to do so. To start, the gamemaster rolls on the Adventure Title generator on page 9–10. For Title Structure , the roll of d20 results in a 4: “The § [ENTITY] of the [LOCATION]”. Since “The” is indicated, the gamemaster rolls a § and gets a 4. This result of nothing means that “The” is removed from the title. Now the title is simply “ § [ENTITY] of the [LOCATION]”. Rolls for the Entity and and Location tables tables result in 2 (Ghost/Spirit/Specter) and 17 (Pit). The gamemaster decides that “§ Ghost of the Pit” sounds good, and rolls the § to determine the Descriptor . A result of 12 indicates a substance, so the gamemaster looks at the list and decides “Iron” sounds the best. With these results, the scenario title is “Iron Ghost of the Pit”, which seems a bit strange. Taking a step back, the gamemaster decides to rearrange it slightly, to “Ghost of the Iron Pit.” Now it’s time to create an adventure, hopefully one
Rolling 2d20 separately for Plot Fulfllment and Location , the results are 11 (“A precious jewel”) and 17 (“A royal vault”). Suddenly the gamemaster has the inkling of an idea, and looks at the adventure’s title again and puts some things together. Two more d20 rolls on the Obstacles and Twists table provide results of 7 (“It is guarded by at least a Nemesis level entity or Toughened unit”) and 3 (“Led into a trap [they are the antagonist’s missing ingredient]”). On to the Goals and Objectives table, the gamemaster decides to keep things simple and have a single goal for the entire group (versus rolling for each player character) and gets results of 2 (“Recover”) and 9 (“An artifact”). This calls for another roll on the Artifact Descriptors and Conditions table, and given the prior mention of a jewel, the gamemaster decides to just pick result 7 (“Jewel”) and roll for the Artifact State/Condition , getting 16 (“Buried”). Rolls on the Location Choice and Atmosphere table yield results of 5 and 15, for “Building”, and
that ts this enigmatic title. From the Opening Scene (page (page 11) table, the gamemaster rolls 1d20 twice, and gets results of 13 and 15: “A slavers market” and “Searing”. These both seem like they’ll t the scenario title nicely. Rolling and consulting the Non-Player Characters and Temperament tables tables yields 6 and 20, for “Militia” and “Hostile”. The player characters are beginning the adventure dealing with some trouble with a hostile militia in a slave market, likely somewhere in the desert. This sounds about right for a CONAN adventure. Are they slaves, or are they merely bystanders? Now it’s time to see why the player characters are involved, with two d20s rolled on the Hooks and Draws table. The results are 17 and 6, which (interestingly) indicate “The local militia” and “Asked for help”. This seems at odds with the opening scene, but the gamemaster is intrigued and wants to see where the dice fall. Maybe something will indicate what happened, or perhaps there’s more than one militia being indicated. Two d20s rolled for the Plot Concept table table yield 1 and 14. This means that somehow, the overall goal of the adventure is “Overthrow the ruling elite” and their motivation is “To strike rst”. Looking at these results, the seeds of rebellion seem to be pushing up through the sands. The Primary Antagonist rolls rolls are near-perfect (14 and 10), resulting in “Psychotic” and “Mercenary captain”. This adventure is writing itself.
“Underground”. Rolling another d20 for the Building Type table gets an 18, a “Royal Building”. Though this adventure feels all but written, the gamemaster determines that there should be some supernatural element in the form of a guardian creature, to enact the “Led into a trap” aspect, so a roll on the Ancient or Otherworldly Creature table provides a result of 17 (“Mummied sorcerer”). This feels fortuitous, and the gamemaster decides that the royal castle complex is an ancient necropolis, where a mummied sorcerer was entombed, the priceless ghost sapphire clutched to its wizened breast. Now the gamemaster decides that it’s time to tie some of these threads together, and see how it can become a real adventure. Looking at the ideas presented, the gamemaster decides the following: ■
■
■
The “Ghost” in the title is a famous magical jewel — a white star sapphire reputed to have magical properties, ensuring victory to the ones who carry it. The “Iron Pit” is an ancient treasure hoard, buried somewhere beneath the city, in an ancient royal castle complex, long since buried and built over. The newer city, built around a slaver’s market, is somewhere “searing”, so the gamemaster decides it’s set in the south-eastern deserts of Shem, near the Styx River. Continued on next page...
GAMEMASTER'S TOOLKIT
23
...continued from previous page. ■
■
■
■
■
The second militia is a group of Stygian mercenaries, led by a psychotic mercenary captain. These mercenaries have been hired by ruling elite, a group that tracs in slavery, an elite desperately trying to hold onto their control of the city. Meanwhile, the town’s former militia, all loyal Shemites, have fallen in with the rebels, and skirmish with the Stygian mercenaries in support of the Shemite citizens. The rebellious citizens are seeking “the Ghost” as a symbol, a talisman to help throw down their oppressors. With it, they intend to strike rst, using the jewel as a rallying cry for their people. The player characters have been captured as slaves, but are due to be sold just as the rebel militia strikes
■
■
at the Stygian mercenaries guarding the slave auction. In the combat, they’ll be freed by the rebels (or will be aided by them as they free themselves!), and will be asked to help overthrow the tyranny of the slave-lords and their Stygian lackeys. The rebels impress upon the player characters that they must go into the ancient necropolis beneath the city and recover the jewel, as a symbol for the downtrodden folk of this remote city. The player characters, however, may have goals of their own…
Now it’s time to start naming things, using the name lists provided in the core rulebook, and using some of the non-player characters and monsters described in the CONAN rulebook to esh out the encounters. In a short while, “Ghost of the Iron Pit” is ready to be played through!
“As for Conan’s eventual fate — frankly I can’t predict it. In writing these yarns I’ve always felt less as creating them than as if I were simply chronicling his adventures as he told them to me. That’s why they skip about so much, without following a regular order. The average adventurer, telling tales of a wild life at random, seldom follows any ordered plan, but narrates episodes widely separated by space and years, as they occur to him.”
— Robert E. Howard, letter to P. Schuyler Miller
24
GAMEMASTER’S TOOLKIT
HAZARDS Effect
Do o m C os t
E xa m p l e s
(Damage or Quality) 2§ d da amage
2
The player character stands on a sharpened spike or takes a punch from behind.
3§ d da amage
3
A booby-trap constructed from small sharp blades; spears that spring from the walls.
4§ d da amage
4
A hidden man-trap; small rockslide.
5§ d da amage
5
A more lethal trap; a mid-sized rockslide.
6§ d da amage
6
A large and deadly trap; a large rockslide.
Area
2
A complicated trap that res multiple darts or stones.
Incendiary X
Equal to half X, rounding up
Intense
2
A massive boulder; a sharpened man-trap.
Knockdown
1
A log swung at shoulder height; a small pitfall.
Nonlethal
A re spreads around the player character; the roof catches re and starts to cave in; molten lava in close proximity.
Reduce overall A sand dune collapsing on the player character; a fall onto soft ground. Doom Cost by two
Piercing X
Equal to half X, rounding up.
Stun
1
Persistent X
Equal to half X, rounding up
Vicious X
Equal to X
Sharpened stakes or rocks. A gas stirred up by the opening of ancient doors; a trap that drops rocks. Long narrow blades that leave bleeding wounds. Traps set by master trap makers.
HAZARD DIFFICULTIES Te s t D if f ic u l t y
D o o m Co s t
E xa m p l e s
No skill test required
—
Average (D1) Challenging (D2)
Reduce overall Doom Cost by three Reduce overall Doom Cost by one
Daunting (D3) or greater
—
Instant eects. A river bank with an obvious ford. A river bank with no ford. A whitewater rapid.
DISPLAYS OF MIGHT AND POWER Nam e
Sk il l
Ra ng e
D ama ge
A Mighty Name
Q ua l i t i e s
Command or Discipline
Close
X§
Area
Dead Man’s Stare
Melee
Close
3§
Area, Vicious 1
Flaming Brand
Survival
Close
3§
Stun, Vicious 1
Impossible Feat of Might
Athletics
Medium
5§
Area, Stun
Knife to the Throat
Melee or Stealth
Reach
4§
Stun, Vicious 1
Sorcerous Might
Sorcery
Medium
5§
Area, Intense
Stain the Soil Red Steely Glare
Melee or Ranged Weapons Persuade
Close Close
X§ 2§
Area Stun
GAMEMASTER'S TOOLKIT
25
KITS Sk il l
Item
Type
Availability
Cost
En cu mb ran ce
Alchemy
Laboratory
Facility
5
25
—
Alchemy
Laboratory, Field
Kit
3
8
5
Alchemy
Library, Academic
Library
5*
30
—
Alchemy Alchemy
Library, Personal Library, Reference
Library Library
2 5*
10 15
5 —
Alchemy
Ingredient
Resource
1
2
1
Alchemy
Test Kit
Tools (1 use)
2
3
1
Animal Handling
Handler’s Kit/Bridle/Tack
Kit
2
2
5
Animal Handling
Rewards
Resource
1
1
1
Animal Handling
Stable/Menagerie
Facility
3
50
—
Athletics
Climbing Gear (climbing only)
Kit
1
4
2
Athletics
Spikes
Resource
1
1
1
Counsel
Calming Herbs and Perfumes
Resource
2
2
1
Counsel
Private Chambers
Facility
3
22
—
Craft
Coal
Resource
1
2
1
Craft/Thievery Craft
Tool Kit Workshop
Tools Facility
2 3
8 15
5 —
Healing
Healer’s Bag
Kit
2
8
5
Healing
Chirurgeon’s House
Facility
3
22
—
Healing
Ligation Kit
Kit (1 use)
1
1
1
Healing
Medicine
Resource
2
2
1
Ranged Weapons
Arrows, Bolts, etc.
Reload
1
1
1
Sorcery
Sorcerous Garb and Talismans
Tools
4
11
5
Sorcery
Circle of Power
Facility
5
30
—
Sorcery
Library, Academic
Library
5*
50
—
Sorcery
Library, Personal
Library
4
20
5
Sorcery Sorcery
Library, Reference Oerings
Library Resource
5* 2
30 3
— 2
Stealth
Appropriate Clothing (by region/season)
Tools (1 use)
1
2
1
Stealth
Makeup and Scent Oils
Resource
1
1
1
Stealth
Wardrobe of Appropriate clothing (by region/season)
Tools
1
6
3
Survival
Day Bag (by region)
Kit (1 use)
0
1
1
Survival
Outpost (by region)
Facility
2
8
—
Survival
Provisions
Resource
1
1
1
Survival
Survival Kit (by region)
Tools
1
4
5
Thievery
Thief’s Kit
Tools (1 use)
2
2
1
Any one skill Any one skill
Library, Academic Library, Personal
Library Library
5 1
15 5
— 5
Any one skill
Library, Reference
Library
3
10
—
26
GAMEMASTER’S TOOLKIT
SWORDS Weapon
R e ach
D amage
S iz e
Quali ties
Availability
Cost
Encumbrance
Broadsword
2
5§
Unbalanced
Parrying
1
5
1
Cutlass
2
4§
Unbalanced
Vicious 1
1
5
1
Scimitar or Saber
2
3§
1H
Cavalry 1, Parrying
1
5
1
Shortsword
1
4§
1H
Parrying
1
5
1
Sword
2
4§
1H
Parrying
1
5
1
Tulwar
2
4§
Unbalanced
Cavalry 1, Parrying
1
5
1
Two-handed Sword
3
5§
2H
Vicious 1
1
8
2
DAGGER AND KNIVES Weapon
R e ach
D amage
S ize
Qualiti es
Availability
Cost
Encumbrance
Dagger, Dirk, Poniard, or Stiletto
1
3§
1H
Hidden 1, Parrying, Thrown, Unforgiving 1
1
5
—
Ghanata Knife
1
3§
1H
Hidden 1, Vicious 1
2
4
—
Knife
1
3§
1H
Hidden 1, Improvised,
1
2
—
1
5
—
Yuetshi Knife
1
3§
1H
Unforgiving 1 Hidden 1, Intense
Zhaibar Knife
2
4§
1H
Unforgiving 2
1
5
1
Throwing Knife
C
3§
1H
Hidden 1, Volley
1
5
—
CLUBS, FLAILS, AND WARHAMMERS Weapon
R e ach
D ama ge
S ize
Q ua l i t i e s
Availability
Cost
Encumbrance
Club
2
3§
1H
Stun, Knockdown
0
2
1
Flail, Farming
2
4§
2H
Improvised, Knockdown, Piercing 1
1
2
1
Flail, Military
2
4§
Unbalanced Knockdown, Piercing 1
1
5
2
Great Hammer
2
4§
2H
Improvised, Knockdown, Stun
1
2
2
Mace
2
3§
Unbalanced
Knockdown, Stun, Piercing 1
1
5
1
Maul
2
5§
2H
Knockdown, Stun
1
5
2
Morning Star
2
3§
1H
Vicious 1
1
4
2
Pick, Horseman’s
2
3§
1H
Vicious 1
2
6
1
Pickaxe
2
5§
2H
Improvised, Vicious 1
1
4
1
Sap
1
3§
1H
Hidden 1, Stun, Unforgiving 1
0
0+
—
Sta
2 or 3
4§
2H
Knockdown
0
3
1
Warhammer
2
4§
Unbalanced
Knockdown, Vicious 1
2
5
1
GAMEMASTER'S TOOLKIT
27
AXES Weapon
Re a ch
D ama ge
S ize
Q u a l i t i es
Availability
Cost
Encumbrance
Axe, Throwing
2
3§
1H
Thrown, Vicious 1
1
5
1
Axe, Wood
2
4§
2H
Intense, Vicious 1
1
4
1
Battleaxe
2
4§
Unbalanced
Intense, Vicious 1
1
5
1
Hatchet Poleaxe or Halberd
2
4§
1H
1
5
1
3
4§
2H
Vicious 1 Intense, Piercing 1, Vicious 1
2
6
2
FLEXIBLE WEAPONS Weapon
R e ach
Dam age
Size
Q ua l i t i e s
Availability
Cost
Encumbrance
Chain
3
3§
Unbalanced
Grapple, Improvised, Knockdown, Vicious 1
1
5
1
Net
2
3§
1H
Grapple, Non-Lethal, Parrying, Thrown
1
5
—
Whip
3
3§
1H
Fearsome 2, Grapple
1
5
—
SPEARS AND POLEARMS Weapon Spear
R e ach 3
Dam age 4§
Size Unbalanced
Q ua l i t i e s Piercing 1
Availability 1
Cost 5
Encumbrance 2
Javelin
2
3§
1H
Fragile, Piercing 1, Thrown (Medium)
1
3
2
Lance
3
4§
Unbalanced
Cavalry 2, Fragile
2
7
2
Pike
4
4§
Unwieldy
Piercing 2
2
6
3
Polearm
3
4§
2H
Knockdown, Vicious 1
1
5
3
MISSILE WEAPONS Weapon
Range Da mag e
Si z e
Quali ties
Availability
Cost
Encumbrance*
Arbalest
M
5§
2H
Unforgiving 1, Vicious 1
2
10
3
Bow, Hunting
C
3§
2H
Volley
1
6
2
Bow, Hyrkanian Horse
C
3§
2H
Volley
3
6
2
Bow, Shemite
L
3§
2H
Piercing 1, Volley
2
7
2
Crossbow
M
3§
Unbalanced
Unforgiving 1, Volley
1
6
2
Longbow, Bossonian
M
5§
2H
Piercing 1, Volley
4
8
2
Short Bow, Stygian
C
3§
2H
Volley
2
6
2
Sling
M
3§
1H
Stun, Volley
1
1
1
*For each of these weapons, the Encumbrance value and cost includes the weapon as well as quiver containing 1 Load of arrows or bolts, or a pouch of slingstones or bullets. The arbalest comes with a quiver of ve bolts. Additional pouches, loads, and quivers can be purchased for 2 Gold and have an Encumbrance value of 1.
28
GAMEMASTER’S TOOLKIT
SHIELDS Weapon
Re ac h
Da mage
S ize
Q ualiti es
Availability
Cost
Encumbrance
Buckler
1
3§
1H
Parrying, Stun
1
4
1
Shield
2
2§
1H
Knockdown, Shield 2
1
5
2
Shield, Tower
2
2§
Unbalanced
Knockdown, Shield 4
2
6
3
ARMOR Armor Type
Item
Hit Locations Covered
Armor Soak
Qualities
Availability
Cost
Encumbrance
Heavy Clothing
Padded Gambeson
Torso and Arms
1
—
1
2
1
Heavy Clothing
Trousers
Legs
1
—
1
1
1
Light Armor
Brigandine Jacket
Torso and Arms
2
—
2
8
3
Light Armor
Brigandine Vest
Torso
2
—
2
4
2
Light Armor
Brigandine Sleeves or Trousers
Arms or Legs
2
—
2
4
2
Light Armor
Brigandine Sleeve or Legging
Single Limb
2
—
2
2
1 each
Heavy Armor
Heavy Hauberk or Coat
Torso, Arms, Legs
3
Heavy or Noisy
3
18
3
Heavy Armor
Heavy Vest
Torso
3
Heavy or Noisy
3
6
2
Heavy Armor
Heavy Shirt
Torso and Arms
3
Heavy or Noisy
3
12
2
Heavy Armor
Heavy Sleeve or Legging
Single Limb
3
Noisy
3
3
1 each
Very Heavy Armor
Cuirass
Torso
4
Very Heavy
4
8
3
Very Heavy Armor
Arm or Leg Plates
Single Limb
4
Very Heavy
4
4
1 each
Very Heavy Armor
Full Plate Armor
All
4
Very Heavy
4
28
7
Heavy Clothing
Leather Cap
Head
1
—
1
1
—
Heavy Armor
Helmet or Coif
Head
3
Heavy
3
3
2
Very Heavy Armor
Great Helm
Head
4
Very Heavy
4
4
2
BARDING Item
Hit Locations Covered
Armor Soak
A r mo r Ty p e
A v ai l abi l it y
Cost
Encumbrance
Light Barding
Body, Neck, Head
1
Light Armor
3
5
8
Heavy Barding
Body, Neck, Head
2
Heavy Armor
4
8
12
Very Heavy Barding
Body, Neck, Head
4
Very Heavy Armor
5
12
16
MOUNT OR VEHICLE HIT LOCATIONS Ro o ll § R
L o c a t i on S t r u ck
1 or 2
Animal(s): Roll for damage normally against the creature(s) pulling the vehicle.
Eect
Driver: Roll for damage normally against the driver. If there is more than one driver, roll randomly to determine which is struck.
Any other Result
Vehicle: The mount or vehicle is instead struck. For mounts, damage is taken as per humans, while the gamemaster should determine the eects of damage to the vehicle.
L A r C I o g s S Y i V m H 2 r P
d n u o W
a N H O I & N I s M s e r L A e t v S T l
N o E s e M R
a m
L A r C I o g s S Y i V m H 4 r P
d n u o W
a N H O I & N I s s M e r L A e t v S T l
N o E s e M R
L A r C I o g s S Y i V H m r P
S N O I N I M E P Y T
R E D A E L D A U Q S E M A N
L A r C I o g s S Y i V H m 3 r P
a N H O I & N I s M s e r L A e t v S T l
a m u a r T
r e w o p l l i W y t i l S a E n s T o r e U P B I e R c T n e T i g A l l e I t n
n o i t a n i d r o o C
s s e n e r a w A
y t i l i g A
r e w o p l l i W y t i l S a E n s T o r e U P B I e R c T n T e i g A l e t n I
n o i t a n i d r o o C
s s e n e r a w A
y t i l i g A
n w a r B
n w a r B
t
E n e s e S s I m n T e v e R o S E M P X E F O S D L e E t I F a d u b t m i t o r o C F
t e s E n e S s I m n T e v e R o S E M P
l a i c o S
e g d e l w o n K
l a i c o S
X E F O
S D L E e I F t e g a d u b t m i t o r o C F
a m
d e l w o n K
L A r C I o g s S Y i V H m r P
a H & s s e r L e v A l t T S N o s
E e M R
L A r C I o g s S Y i V H m r P
a H & s s L e r e A l t v S T N o s
E e M R
L A r C I o g s S Y i V H m 5 r P
d n u o W
a N H O I & N I s M s e r L A e t v S T l
o
s e N E M R
S R E I O T I L M R A A U Q
K A O D S R A 2 1 O E H M a R m A
u a r T
s d n u o W
a m u a r T
d n u o W
a N H O I & N I s s M e r L A e t v S T l
N o E s e M R
a m
S R E I O T I L M R A A U Q
K A O S D 2 R A 1 O E H M R A
u a r T
L A r C I o g s S Y i V H m 7 r P
d n u o W
a N H O I & N I s M s e r L A e t v S T l
o
s e N E M R
a m u a r T
d n u o W
L A r C I o g s S Y i V m H 8 r P
u a r T
d n u o W
o
s e N E M R
a N H O I & N I s s M e r L A e t v S T l
u a r T
d n u o W
1 a N H O I & N I s M s e r L A e t v S T l o
d n u o W
N o E s e M R
a m
u a r T
L A r C I o g s S Y i V m H 6 r P
a m u a r T
s e N E M R
E G A R U O C M R 8 A 6 . L
O 4 S 1 R O 9 T M R 5 A 3 . R
G 0 E 2 L 8 . 1 L G 7 E 1 L 5 . R 1
e g a m a D
e g a m a D
e z i S
e z i S
p i r G
p i r G
h c a e E R / M e A g n N a R
h c a e E R / M e A g n N a R
s n o p a e W
E G A R U O C M R 8 A 6 . L
O S 1 R 4 O 9 T M R 5 A 3 . R
G 0 E 2 L 8 . 1 L G 7 E 1 L 5 . R 1
a m u a r T
s e i t i l a u Q
e g a m a D
e g a m a D
e z i S
e z i S
p i r G
p i r G
h c a e E R / M e A g n N a R
h c a e E R / M e A g n N a R
s n o p a e W
s e i t i l a u Q
s e i t i l a u Q
s e i t i l a u Q
. e s u l a n o s r e p r o f t n e m u c o d s i h t y p o c o t o h p o t d e t n a r g s i n o i s s i m r e P . d t L t n e m n i a t r e t n E s u i h p i d o M 7 1 0 2 © & M T
THE MAN CONAN SEEMED SUDDENLY TO GROW UP IN MY“THEN MIND WITHOUT MUCH LABOR ON MY PART AND IMMEDIATELY A STREAM OF O F STORIES FLOWED FL OWED OFF MY PEN OR RATHER, OFF MY TYPEWRITER ALMOST WITHOUT EFFORT ON MY PART.” — ROBERT E. HOWARD The Conan Gamemaster’s Toolkit inspires the creation of thrilling plots, unforgettable characters, and unexpected twists in the vein of Robert E. Howard’s singular vision. Generate ideas for exciting action set-pieces, antagonists, scheming machinations, and weave them into a story all your own. Within this resource is a host of rules references for ease during play, as well as a four-panel gamemaster’s screen packed with essential tables from the Conan corebook . Here you have all the tools needed to bring Howard’s world to life. Dip your quill into that deep reservoir of imagination, and write adventures to turn your player’s deeds into legends worthy of Conan himself! ■
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A full gamemaster’s screen, including the most relevant tables needed during play. A 32-page toolkit lled with random tables and tips to inspire and inform the creation of antagonists, adventures, and dramatic plots!
■
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A squad sheet, allowing theofgamemaster quick reference for groups enemies to overcome.
Rules references taken from the Conan corebook and condensed for ease of use. The stunning art of Brom, spread across four panels. Developed with leading Conan scholars, this is the denitive guide to creating and running Conan adventures adventures in a savage world that time has all but forgotten.
This book requires the Robert E. Howard’s Conan: Adventures in an Age Undreamed Of corebook corebook to use.
ISBN 978-1-912200-27-6
9 781912 200276
MUH050377 Printed in Germany
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